L L4D2node

Pickup_PhysGunLaunchAngularImpulse

0x007d5ce0 · 201 bytes · __cdecl

_Z34Pickup_PhysGunLaunchAngularImpulseP11CBaseEntity14PhysGunForce_t

Decompiled

undefined (2 params)

/* Pickup_PhysGunLaunchAngularImpulse(CBaseEntity*, PhysGunForce_t) */

float * Pickup_PhysGunLaunchAngularImpulse(float *param_1,int param_2,undefined4 param_3)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  if (param_2 != 0) {
    piVar2 = (int *)__dynamic_cast(param_2,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
                                   0xfffffffe);
    if (piVar2 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar2 + 0x20))(piVar2,param_3);
      if (cVar1 != '\0') {
        (**(code **)(*piVar2 + 0x1c))(param_1,piVar2);
        return param_1;
      }
    }
  }
  iVar3 = rand();
  *param_1 = (float)iVar3 * 0.03662221 - 600.0;
  iVar3 = rand();
  param_1[1] = (float)iVar3 * 0.03662221 - 600.0;
  iVar3 = rand();
  param_1[2] = (float)iVar3 * 0.03662221 - 600.0;
  return param_1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)